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Marius Oberholster Hey! I'm having an incredible learning experience, not only learning how Blender works (yes, still learning), but also about Open-Source and the incredible software available. Stick around!

Showing Tag: " tip" (Show all posts)

Quick Tip - VSE Green Screen

Posted by Marius Oberholster on Monday, April 24, 2017, In : Tips 
Hey all!

I am so excited that I get to share this with you guys so soon! Since working on the transitions, I've also been working on getting a green screen effect using only the VSE and GOD has been super gracious to me in that this morning HE showed me how to "formulate" the process to where you only need adjust the effect.

I had just uploaded the test when I felt led to record it and get it online using the example footage, as it really is a good example. Remember though, if you want to do co...
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Quick Tip for VSE Transitions

Posted by Marius Oberholster on Saturday, April 15, 2017, In : Tutorials 
Hey all!

Today I get to share with you guys a brand new Quick Tip video. In this one, we talk about transitions. Whether we do tutorials, animations or even tests, we will eventually come to the point where we would need to edit something, and that is where transitions come in. I believe the simpler they are, the better, because fancy effects are more for showing off, not really everyday use. This video, will show you a way that allows you to go a little over the top, while also allowing your ...
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Toon Shading - Cycles Caustics

Posted by Marius Oberholster on Thursday, March 30, 2017, In : Tutorials 
Hey all!

Super glad to be able to get this video done. I have quite a story behind this one that I know you are gonna luv reading, so to prevent the temptation of watching first, the tutorial is at the bottom of the post.

Why cover caustics in Cycles when it was done in Blender Render already?
   A fairly obvious question to those who use Cycles, but not to everyone. Cycles is a newer engine in Blender and is built for realism. This makes things like toon-style NPR extremely difficult. Styles li...
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Cycles toon shading tips

Posted by Marius Oberholster on Tuesday, November 22, 2016, In : Tips 
Hey all!

What a busy few days!! Goodness! I am so thankful that GOD gave me the efficiency to be able to produce so many videos so quickly!! :D

I received a comment on the Camp Fire tutorial from a Cycles user and that he had a fair idea on how to produce it in Cycles and I kinda of felt a little tug from GOD that I need to do a little bit more towards the Cycles side of thing and I couldn't shake the sense to do it and felt lead to start doing more towards toon shading in Cycles, so this is th...
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ZTransparency Edge fix

Posted by Marius Oberholster on Wednesday, February 3, 2016, In : Tips 
Hey all!

A while ago, I posted an article about the edge that ZTransparency (in Blender Render) creates around solid faces in front of it and sometimes possibly even behind it. Just as a reminder, here is the image:


That white line is the background - it's not supposed to be there.

When you are doing a render that does not have many faces in front of ZTransparency planes, this is not an issue at all, but when you're talking trees or even city scapes, you have a serious issue on your hands.

The re...

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Button crazy

Posted by Marius Oberholster on Wednesday, February 26, 2014, In : Yola Features!! 
Good day everyone!

Today I saw that Yola added a new widget; a button!

Now, considering that this is a new widget, it will be basic, but functional. The catch comes when resisting the temptation to place it everywhere to replace whatever it is you've already done.

I've personally been using the custom panel widget to create buttons and they've worked really well so far; considering of course that only the text inside is clickable, they look like this:


For the time being, the button itself, looks ...
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Warning warp

Posted by Marius Oberholster on Tuesday, October 15, 2013, In : Tips 
Hey all!

Today I can give you a tip. While I mentioned it earlier, I wanna reiterate this:
- Warping is not a solid state influencer, in other words, as the camera moves, so does the warping. This plays to your advantage, as it can be used for various ice effects without having to use reflections.

Here are two examples:

Waterfall - Best example


Purposeful example


Without warping (see the difference)

Hope this tip showed you the solution to some of your projects' problems, if you've seen some odd stu...

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Blender has an auto-save?!

Posted by Marius Oberholster on Tuesday, October 8, 2013, In : Quick Blog Tutorial 
Hey all!

I've seen that Blender has this option in the File button, but I've never known how to use it, until Andrew showed it in his second video on Blender's interface (please answer his surveys in the video descriptions on YouTube).

By default, from what I recall, this feature is turned on and does an auto-save every 5 minutes. These are, according to Andrew's video, stored in either your temporary files or the Blend1 and Blend2 files you see where you store the original project.

Thankfully, ...
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Some tips for added realism

Posted by Marius Oberholster on Monday, September 16, 2013, In : Tips 
Hey all!

I'm not someone who specializes in realism, but I have noticed some features in Blender Render that I have been very happy with in getting me closer to realism and I'd like to share some of them with you. Remember, most of these apply to Cycles as well and also to traditional arts!

- Ambient Occlusion (AO)
A strange corner shadow phenomenon I've never really seen much of in real life on the intensity that Blender can produce, though it is a fantastic boost, even on a low setting, set on...
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Normalization

Posted by Marius Oberholster on Wednesday, September 11, 2013, In : Quick Blog Tutorial 
Hey there!

Good day and welcome to this Quick blog tutorial! (will make a logo later, so they'll be easily identifiable by more than just category)

Now, today's little tip applies again to the compositor (a place everyone seems to luv chromatic aberration, haha).

I'm sure many of you, if not all, have used a digital camera.
   Everyone who has used one, knows that it's light sensor can adjust it's sensitivity to what it is seeing. For example, if you put it's focus on a lamp, it will darken the i...
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The difference

Posted by Marius Oberholster on Tuesday, March 12, 2013, In : Tips 
Hey peoples!

During a tutorial I found that in some cases, it is actually better (and faster) to use physical detail than it is to use textures.

It works a bit like this:
____________________________________________________
small object------>------>------>------>------>------>---Big object
physical>physical>physical<mix>texture>texture>texture

So when you are doing something like trees or bushes, try physical detail first and see if that works for you.

Here is a mix of physical detail and textures:...
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Tiles down, trees up

Posted by Marius Oberholster on Friday, March 8, 2013, In : General 
Hey all!

Only started the tree tutorial and almost finished. Yey!

Has been quite a bit of work and I am really jazzed about the result. In it, you will be shown how to do a little something like this:


I like this image a lot and I made like two other compositions, but this one just worked the best for the tutorial. While this is merely a proof of concept, I leave it up to you to really push it further in making it work in your scene (I don't have a scene requiring trees right now, so there is no...
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A rendering tip that can save you hours

Posted by Marius Oberholster on Saturday, December 15, 2012, In : Tutorials 
Hey all!

I sent this tip to a friend a few days ago and posted it on his page called The Blender Hot Spot.

So, here it is again, using a screen capture from my Christmas competition entry blend, because it is a fitting project.

You can set each render layer to have it's own sample count. In the render options, under layers, above the passes it will render (such as Z, Vector and Ambient Occlusion, etc), there is a sample count. When set to 0, it uses the number you put in for the render above the...
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Working on its age

Posted by Marius Oberholster on Wednesday, October 24, 2012, In : wip 
Heya!

Been working on a basic mask for the floor. This shows how it is progressing, from a top view (which you need to use while doing this, otherwise you don't have a clue as to what is where):



Basically, you can use gradient textures to make basic masks and I really do recommend them. I will also add though, that you will face some difficulty when it comes to coloring or boosting the brightness of the mask, without ruining it completely. I recommend adding a Brightness/Contrast one to make th...
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A bit of what's going on with the book!

Posted by Marius Oberholster on Thursday, October 18, 2012, In : Tutorials 
Hey all!

I really enjoy seeing views on the website and I particularly enjoy it when I know that what you find here is interesting and educational to you at the same time, so thank you for your support. Feel free to tell your friends about this blog and the upcoming book on procedural textures (^^,)!

Back to the post. Today I started working on the ruin + ivy scene. I want to, through this tutorial show you that you can achieve some extremely complex things you may not even have dreamed possibl...
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An update on the book

Posted by Marius Oberholster on Monday, October 15, 2012, In : General 
Hey all!

Working hard to get it finished as soon as possible! The next section will be tutorials and after that a few more things and it should be ready for release! So looking forward to having it completed and I have really learned a huge amount in the writing of it!

Today was a continuation of the displacement feature for Cycles. After getting this result, it was very important to find out how to fix it:

(the texture is not supposed to be a lot of thin blu stripes over a square sun's surface,...

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Quick tips using the halo lamp

Posted by Marius Oberholster on Monday, April 23, 2012, In : Tutorials 
When you use the halo lamp in Blender to create some form of beams or solid light, you need to remember that Blender is still growing in it's alpha support and the halo lamp has only two settings when it comes to transparent objects: visible and invisible.

This means that you have to know that the light-beams are not going to shine through a transparent object, only the light itself:



Another thing you need to be careful of is reflective materials. When a halo lamps shines through a transparent ...
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Quick Tip: A cloud texture with a cell noise basis

Posted by Marius Oberholster on Tuesday, April 17, 2012, In : Tutorials 
This image is a custom colored version of a cloud procedural texture with a cell noise basis. What that means is that the procedural texture is made and written mainly for creating clouds or texturing them, either by deformation of a shape or just using color, or both. The basis is how the texture will be made, or put together. There are many options in Blender regarding basis, but this one is cool for a few reasons.
   I've been a fan of this kind of pattern for a long time, but I've always h...
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Music progress 006-007 and a close-up!

Posted by Marius Oberholster on Friday, January 13, 2012, In : wip 
Progress 006 - Bookshelf added with books and some ornaments.

Obviously the golden spheres are not good enough as ornaments throughout the shelves in such a huge number, so I threw some out and added some abstract birds (that translates as 'looks like something else', lol).

It was also the first real attempt at UV texturing. What it is is what you would use to paint onto a 3D shape. You unwrap your object as if it was made out of fabric so it lays out flat, then you paint over those folds. The ...

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